mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-04 17:10:47 +00:00
Extend Overlay tests to handle more depth stencil formats : D3D11
D32_S8, D24_S8, D32, D16
This commit is contained in:
@@ -120,10 +120,6 @@ float4 main() : SV_Target0
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ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(VBData);
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ID3D11Texture2DPtr depthtex =
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MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, screenWidth, screenHeight).DSV();
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ID3D11DepthStencilViewPtr dsv = MakeDSV(depthtex);
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UINT numQuals = 0;
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dev->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, 4, &numQuals);
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@@ -132,14 +128,34 @@ float4 main() : SV_Target0
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MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, screenWidth, screenHeight)
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.RTV()
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.Multisampled(4, numQuals > 1 ? 1 : 0);
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ID3D11RenderTargetViewPtr msaartv = MakeRTV(msaatex);
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dev->CheckMultisampleQualityLevels(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 4, &numQuals);
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ID3D11Texture2DPtr msaadepthtex =
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MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, screenWidth, screenHeight)
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.DSV()
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.Multisampled(4, numQuals > 1 ? 1 : 0);
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ID3D11DepthStencilViewPtr msaadsv = MakeDSV(msaadepthtex);
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char *fmtNames[] = {"D24_S8", "D32F_S8", "D16_S0", "D32F_S0"};
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DXGI_FORMAT fmts[] = {DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_D32_FLOAT_S8X24_UINT,
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DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_D32_FLOAT};
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const size_t countFmts = ARRAY_COUNT(fmts);
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ID3D11Texture2DPtr depthtexs[countFmts];
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ID3D11DepthStencilViewPtr dsvs[countFmts];
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ID3D11Texture2DPtr msaadepthtexs[countFmts];
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ID3D11DepthStencilViewPtr msaadsvs[countFmts];
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for(size_t f = 0; f < countFmts; f++)
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{
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DXGI_FORMAT fmt = fmts[f];
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ID3D11Texture2DPtr depthtex = MakeTexture(fmt, screenWidth, screenHeight).DSV();
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ID3D11DepthStencilViewPtr dsv = MakeDSV(depthtex);
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depthtexs[f] = depthtex;
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dsvs[f] = dsv;
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dev->CheckMultisampleQualityLevels(fmt, 4, &numQuals);
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ID3D11Texture2DPtr msaadepthtex =
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MakeTexture(fmt, screenWidth, screenHeight).DSV().Multisampled(4, numQuals > 1 ? 1 : 0);
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ID3D11DepthStencilViewPtr msaadsv = MakeDSV(msaadepthtex);
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msaadepthtexs[f] = msaadepthtex;
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msaadsvs[f] = msaadsv;
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}
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ID3D11Texture2DPtr subtex =
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MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, screenWidth, screenHeight).RTV().Array(5).Mips(4);
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@@ -157,80 +173,93 @@ float4 main() : SV_Target0
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ctx->VSSetShader(vs, NULL, 0);
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ctx->PSSetShader(ps, NULL, 0);
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for(ID3D11RenderTargetViewPtr rtv : {bbRTV, msaartv})
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for(size_t f = 0; f < countFmts; f++)
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{
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D3D11_DEPTH_STENCIL_DESC depth = GetDepthState();
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depth.StencilEnable = FALSE;
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depth.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
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depth.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
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SetDepthState(depth);
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SetStencilRef(0x55);
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D3D11_RASTERIZER_DESC raster = GetRasterState();
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raster.ScissorEnable = TRUE;
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SetRasterState(raster);
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RSSetViewport(
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{10.0f, 10.0f, (float)screenWidth - 20.0f, (float)screenHeight - 20.0f, 0.0f, 1.0f});
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RSSetScissor({0, 0, screenWidth, screenHeight});
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ID3D11DepthStencilViewPtr curDSV = rtv == msaartv ? msaadsv : dsv;
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ctx->OMSetRenderTargets(1, &rtv.GetInterfacePtr(), curDSV);
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ClearRenderTargetView(rtv, {0.2f, 0.2f, 0.2f, 1.0f});
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ctx->ClearDepthStencilView(curDSV, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
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// draw the setup triangles
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// 1: write depth
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depth.DepthFunc = D3D11_COMPARISON_ALWAYS;
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SetDepthState(depth);
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ctx->Draw(3, 0);
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// 2: write stencil
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depth.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
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depth.StencilEnable = TRUE;
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SetDepthState(depth);
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ctx->Draw(3, 3);
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// 3: write background
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depth.StencilEnable = FALSE;
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SetDepthState(depth);
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ctx->Draw(3, 6);
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// add a marker so we can easily locate this draw
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setMarker(rtv == msaartv ? "MSAA Test" : "Normal Test");
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depth.StencilEnable = TRUE;
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depth.FrontFace.StencilFunc = D3D11_COMPARISON_GREATER;
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SetDepthState(depth);
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ctx->Draw(24, 9);
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depth.StencilEnable = FALSE;
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depth.DepthFunc = D3D11_COMPARISON_ALWAYS;
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SetDepthState(depth);
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if(rtv == bbRTV)
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std::string fmtName(fmtNames[f]);
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DXGI_FORMAT fmt = fmts[f];
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bool hasStencil = false;
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if(fmt == DXGI_FORMAT_D24_UNORM_S8_UINT || fmt == DXGI_FORMAT_D32_FLOAT_S8X24_UINT)
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hasStencil = true;
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for(ID3D11RenderTargetViewPtr rtv : {bbRTV, msaartv})
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{
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setMarker("Viewport Test");
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RSSetViewport({10.0f, 10.0f, 80.0f, 80.0f, 0.0f, 1.0f});
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RSSetScissor({24, 24, 76, 76});
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ctx->Draw(3, 33);
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}
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D3D11_DEPTH_STENCIL_DESC depth = GetDepthState();
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if(rtv == msaartv)
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{
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setMarker("Sample Mask Test");
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RSSetViewport({0.0f, 0.0f, 80.0f, 80.0f, 0.0f, 1.0f});
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RSSetScissor({0, 0, 80, 80});
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ctx->OMSetBlendState(NULL, NULL, 0x2);
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depth.StencilEnable = FALSE;
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depth.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
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depth.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
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SetDepthState(depth);
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SetStencilRef(0x55);
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D3D11_RASTERIZER_DESC raster = GetRasterState();
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raster.ScissorEnable = TRUE;
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SetRasterState(raster);
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RSSetViewport(
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{10.0f, 10.0f, (float)screenWidth - 20.0f, (float)screenHeight - 20.0f, 0.0f, 1.0f});
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RSSetScissor({0, 0, screenWidth, screenHeight});
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ID3D11DepthStencilViewPtr curDSV = rtv == msaartv ? msaadsvs[f] : dsvs[f];
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ctx->OMSetRenderTargets(1, &rtv.GetInterfacePtr(), curDSV);
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ClearRenderTargetView(rtv, {0.2f, 0.2f, 0.2f, 1.0f});
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ctx->ClearDepthStencilView(curDSV, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
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// draw the setup triangles
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// 1: write depth
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depth.DepthFunc = D3D11_COMPARISON_ALWAYS;
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SetDepthState(depth);
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ctx->Draw(3, 0);
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// 2: write stencil
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depth.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
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if(hasStencil)
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{
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depth.StencilEnable = TRUE;
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SetDepthState(depth);
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ctx->Draw(3, 3);
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}
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// 3: write background
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depth.StencilEnable = FALSE;
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SetDepthState(depth);
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ctx->Draw(3, 6);
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ctx->OMSetBlendState(NULL, NULL, ~0U);
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// add a marker so we can easily locate this draw
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std::string markerName(rtv == msaartv ? "MSAA Test " : "Normal Test ");
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markerName += fmtName;
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setMarker(markerName);
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depth.StencilEnable = TRUE;
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depth.FrontFace.StencilFunc = D3D11_COMPARISON_GREATER;
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SetDepthState(depth);
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ctx->Draw(24, 9);
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depth.StencilEnable = FALSE;
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depth.DepthFunc = D3D11_COMPARISON_ALWAYS;
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SetDepthState(depth);
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if(rtv == bbRTV)
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{
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setMarker("Viewport Test " + fmtName);
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RSSetViewport({10.0f, 10.0f, 80.0f, 80.0f, 0.0f, 1.0f});
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RSSetScissor({24, 24, 76, 76});
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ctx->Draw(3, 33);
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}
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if(rtv == msaartv)
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{
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setMarker("Sample Mask Test " + fmtName);
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RSSetViewport({0.0f, 0.0f, 80.0f, 80.0f, 0.0f, 1.0f});
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RSSetScissor({0, 0, 80, 80});
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ctx->OMSetBlendState(NULL, NULL, 0x2);
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ctx->Draw(3, 6);
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ctx->OMSetBlendState(NULL, NULL, ~0U);
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}
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}
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}
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